#include "scene_impl.h" #include "game_systems.h" #include "constants.h" #include "ent_impl.h" #include "mempool.h" #include "raylib.h" #include "raymath.h" #include #define MAX_N_TILES 4096 static Tile_t all_tiles[MAX_N_TILES] = {0}; enum EntitySpawnSelection { TOGGLE_TILE = 0, TOGGLE_ONEWAY, TOGGLE_LADDER, TOGGLE_SPIKE, SPAWN_CRATE, SPAWN_METAL_CRATE, SPAWN_BOULDER, }; #define MAX_SPAWN_TYPE 7 static unsigned int current_spawn_selection = 0; static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap) { unsigned int tile_x = x / TILE_SIZE; unsigned int tile_y = y / TILE_SIZE; if (tile_x < tilemap->width && tile_y < tilemap->height) { return tile_y * tilemap->width + tile_x; } return MAX_N_TILES; } static char* get_spawn_selection_string(enum EntitySpawnSelection sel) { switch(sel) { case TOGGLE_TILE: return "solid tile"; case TOGGLE_ONEWAY: return "wooden tile"; case TOGGLE_LADDER: return "ladder"; case TOGGLE_SPIKE: return "spike"; case SPAWN_CRATE: return "wooden crate"; case SPAWN_METAL_CRATE: return "metal crate"; case SPAWN_BOULDER: return "boulder"; default: return "unknown"; } } static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; BeginTextureMode(data->game_viewport); ClearBackground(WHITE); BeginMode2D(data->cam); for (size_t i = 0; i < tilemap.n_tiles; ++i) { char buffer[6] = {0}; int x = (i % tilemap.width) * TILE_SIZE; int y = (i / tilemap.width) * TILE_SIZE; sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set)); if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL) { draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, false); } else if (tilemap.tiles[i].tile_type == SOLID_TILE) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK); } else if (tilemap.tiles[i].tile_type == ONEWAY_TILE) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON); } else if (tilemap.tiles[i].tile_type == LADDER) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE); } else if (tilemap.tiles[i].tile_type == SPIKES) { DrawRectangle( x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y, tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED ); } if (tilemap.tiles[i].water_level > 0) { // Draw water tile Color water_colour = ColorAlpha(BLUE, 0.5); DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour); } if (tilemap.tiles[i].moveable) { // Draw water tile Color water_colour = ColorAlpha(GREEN, 0.2); DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour); } } char buffer[64] = {0}; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); Color colour; switch(p_ent->m_tag) { case PLAYER_ENT_TAG: colour = RED; break; case CRATES_ENT_TAG: colour = p_bbox->fragile? BROWN : GRAY; break; case BOULDER_ENT_TAG: colour = GRAY; break; default: colour = BLACK; break; } if (p_ent->m_tag == BOULDER_ENT_TAG) { DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, colour); } else { DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour); } CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T); CHitBoxes_t* p_hitbox = get_component(p_ent, CHITBOXES_T); if (p_hitbox != NULL) { for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i) { Rectangle rec = { .x = p_ct->position.x + p_hitbox->boxes[i].x, .y = p_ct->position.y + p_hitbox->boxes[i].y, .width = p_hitbox->boxes[i].width, .height = p_hitbox->boxes[i].height, }; DrawRectangleLinesEx(rec, 1.5, ORANGE); } } if (p_hurtbox != NULL) { Rectangle rec = { .x = p_ct->position.x + p_hurtbox->offset.x, .y = p_ct->position.y + p_hurtbox->offset.y, .width = p_hurtbox->size.x, .height = p_hurtbox->size.y, }; DrawRectangleLinesEx(rec, 1.5, PURPLE); } CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T); if (p_cspr != NULL) { const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx]; if (spr.sprite != NULL) { Vector2 pos = Vector2Add(p_ct->position, spr.offset); draw_sprite(spr.sprite, pos, p_cspr->flip_x); } } } for (size_t i = 0; i < tilemap.n_tiles; ++i) { int x = (i % tilemap.width) * TILE_SIZE; int y = (i / tilemap.width) * TILE_SIZE; sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set)); if (tilemap.tiles[i].solid > 0) { DrawText(buffer, x, y, 10, WHITE); } else { // Draw water tile DrawText(buffer, x, y, 10, BLACK); } } // Draw tile grid for (size_t i = 0; i < tilemap.width; ++i) { int x = (i+1)*TILE_SIZE; DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK); } for (size_t i = 0; i < tilemap.height;++i) { int y = (i+1)*TILE_SIZE; DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK); } EndMode2D(); EndTextureMode(); Rectangle draw_rec = data->game_rec; draw_rec.x = 0; draw_rec.y = 0; draw_rec.height *= -1; BeginDrawing(); ClearBackground(LIGHTGRAY); DrawTextureRec( data->game_viewport.texture, draw_rec, (Vector2){data->game_rec.x, data->game_rec.y}, WHITE ); // For DEBUG const int gui_x = data->game_rec.x + data->game_rec.width + 10; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) { CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); DrawText(buffer, gui_x, 15, 12, BLACK); sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); DrawText(buffer, gui_x + 80, 15, 12, BLACK); //sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y); //DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK); sprintf(buffer, "Jumps: %u", p_cjump->jumps); DrawText(buffer, gui_x, 60, 12, BLACK); sprintf(buffer, "Crouch: %u", p_pstate->is_crouch); DrawText(buffer, gui_x, 90, 12, BLACK); sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO"); DrawText(buffer, gui_x, 120, 12, BLACK); sprintf(buffer, "Ladder: %u", p_pstate->ladder_state); DrawText(buffer, gui_x, 150, 12, BLACK); } sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); DrawText(buffer, gui_x, 240, 12, BLACK); sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); DrawText(buffer, gui_x, 270, 12, BLACK); sprintf(buffer, "FPS: %u", GetFPS()); DrawText(buffer, gui_x, 320, 12, BLACK); static char mempool_stats[512]; print_mempool_stats(mempool_stats); DrawText(mempool_stats, gui_x, 350, 12, BLACK); EndDrawing(); } static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal); CTransform_t* p_ctransform = get_component(p_crate, CTRANSFORM_COMP_T); p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; } static void spawn_boulder(Scene_t* scene, unsigned int tile_idx) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); Entity_t* p_boulder = create_boulder(&scene->ent_manager, &scene->engine->assets); CTransform_t* p_ctransform = get_component(p_boulder, CTRANSFORM_COMP_T); p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; } static void toggle_block_system(Scene_t* scene) { // TODO: This system is not good as the interface between raw input and actions is broken static unsigned int last_tile_idx = MAX_N_TILES; LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()}; raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y}); if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { if ( raw_mouse_pos.x > data->game_rec.width || raw_mouse_pos.y > data->game_rec.height ) return; Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam); unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap); if (tile_idx >= MAX_N_TILES) return; enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection; if (tile_idx != last_tile_idx) { switch (sel) { case TOGGLE_TILE: if (tilemap.tiles[tile_idx].tile_type == SOLID_TILE) { tilemap.tiles[tile_idx].tile_type = EMPTY_TILE; tilemap.tiles[tile_idx].solid = NOT_SOLID; } else { tilemap.tiles[tile_idx].tile_type = SOLID_TILE; tilemap.tiles[tile_idx].solid = SOLID; } tilemap.tiles[tile_idx].water_level = 0; break; case TOGGLE_ONEWAY: if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE) { tilemap.tiles[tile_idx].tile_type = EMPTY_TILE; tilemap.tiles[tile_idx].solid = NOT_SOLID; } else { tilemap.tiles[tile_idx].tile_type = ONEWAY_TILE; tilemap.tiles[tile_idx].solid = ONE_WAY; } break; case TOGGLE_LADDER: if (tilemap.tiles[tile_idx].tile_type == LADDER) { tilemap.tiles[tile_idx].tile_type = EMPTY_TILE; tilemap.tiles[tile_idx].solid = NOT_SOLID; } else { tilemap.tiles[tile_idx].tile_type = LADDER; int up_tile = tile_idx - tilemap.width; if (up_tile > 0 && tilemap.tiles[up_tile].tile_type != LADDER) { tilemap.tiles[tile_idx].solid = ONE_WAY; } else { tilemap.tiles[tile_idx].solid = NOT_SOLID; } } int down_tile = tile_idx + tilemap.width; if (down_tile < MAX_N_TILES && tilemap.tiles[down_tile].tile_type == LADDER) { tilemap.tiles[down_tile].solid = (tilemap.tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID; } break; case TOGGLE_SPIKE: if (tilemap.tiles[tile_idx].tile_type == SPIKES) { tilemap.tiles[tile_idx].tile_type = EMPTY_TILE; } else { tilemap.tiles[tile_idx].tile_type = SPIKES; } tilemap.tiles[tile_idx].solid = NOT_SOLID; break; case SPAWN_CRATE: spawn_crate(scene, tile_idx, false); break; case SPAWN_METAL_CRATE: spawn_crate(scene, tile_idx, true); break; case SPAWN_BOULDER: spawn_boulder(scene, tile_idx); break; } if (tilemap.tiles[tile_idx].tile_type == SPIKES) { // Priority: Down, Up, Left, Right if (tile_idx + tilemap.width < MAX_N_TILES && tilemap.tiles[tile_idx + tilemap.width].tile_type == SOLID_TILE) { tilemap.tiles[tile_idx].offset = (Vector2){0,16}; tilemap.tiles[tile_idx].size = (Vector2){32,16}; } else if (tile_idx - tilemap.width >= 0 && tilemap.tiles[tile_idx - tilemap.width].tile_type == SOLID_TILE) { tilemap.tiles[tile_idx].offset = (Vector2){0,0}; tilemap.tiles[tile_idx].size = (Vector2){32,16}; } else if (tile_idx % tilemap.width != 0 && tilemap.tiles[tile_idx - 1].tile_type == SOLID_TILE) { tilemap.tiles[tile_idx].offset = (Vector2){0,0}; tilemap.tiles[tile_idx].size = (Vector2){16,32}; } else if ((tile_idx + 1) % tilemap.width != 0 && tilemap.tiles[tile_idx + 1].tile_type == SOLID_TILE) { tilemap.tiles[tile_idx].offset = (Vector2){16,0}; tilemap.tiles[tile_idx].size = (Vector2){16,32}; } else { tilemap.tiles[tile_idx].offset = (Vector2){0,16}; tilemap.tiles[tile_idx].size = (Vector2){32,16}; } } else { tilemap.tiles[tile_idx].offset = (Vector2){0,0}; tilemap.tiles[tile_idx].size = (Vector2){32,32}; } last_tile_idx = tile_idx; tilemap.tiles[tile_idx].moveable = ( tilemap.tiles[tile_idx].tile_type == EMPTY_TILE || tilemap.tiles[tile_idx].tile_type == SPIKES ); } } else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { if ( raw_mouse_pos.x > data->game_rec.width || raw_mouse_pos.y > data->game_rec.height ) return; Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam); unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap); if (tile_idx >= MAX_N_TILES) return; if (tile_idx != last_tile_idx) { if (tilemap.tiles[tile_idx].water_level == 0) { tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL; } else { tilemap.tiles[tile_idx].water_level = 0; } last_tile_idx = tile_idx; } } else { last_tile_idx = MAX_N_TILES; } } void level_do_action(Scene_t* scene, ActionType_t action, bool pressed) { CPlayerState_t* p_playerstate; sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate) { switch(action) { case ACTION_UP: p_playerstate->player_dir.y = (pressed)? -1 : 0; break; case ACTION_DOWN: p_playerstate->player_dir.y = (pressed)? 1 : 0; break; case ACTION_LEFT: p_playerstate->player_dir.x = (pressed)? -1 : 0; break; case ACTION_RIGHT: p_playerstate->player_dir.x = (pressed)? 1 : 0; break; case ACTION_JUMP: p_playerstate->jump_pressed = pressed; break; case ACTION_NEXT_SPAWN: if (!pressed) { current_spawn_selection++; current_spawn_selection %= MAX_SPAWN_TYPE; } break; case ACTION_PREV_SPAWN: if (!pressed) { if (current_spawn_selection == 0) { current_spawn_selection = MAX_SPAWN_TYPE; } current_spawn_selection--; } break; case ACTION_EXIT: if(scene->engine != NULL) { change_scene(scene->engine, 0); } break; default: break; } } } void init_level_scene(LevelScene_t* scene) { //init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action); init_scene(&scene->scene, &level_scene_render_func, &level_do_action); init_level_scene_data(&scene->data); // insert level scene systems sc_array_add(&scene->scene.systems, &player_movement_input_system); sc_array_add(&scene->scene.systems, &player_bbox_update_system); sc_array_add(&scene->scene.systems, &player_pushing_system); sc_array_add(&scene->scene.systems, &friction_coefficient_update_system); sc_array_add(&scene->scene.systems, &global_external_forces_system); sc_array_add(&scene->scene.systems, &moveable_update_system); sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &tile_collision_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &hitbox_update_system); sc_array_add(&scene->scene.systems, &player_crushing_system); sc_array_add(&scene->scene.systems, &spike_collision_system); sc_array_add(&scene->scene.systems, &state_transition_update_system); sc_array_add(&scene->scene.systems, &player_ground_air_transition_system); sc_array_add(&scene->scene.systems, &sprite_animation_system); sc_array_add(&scene->scene.systems, &camera_update_system); sc_array_add(&scene->scene.systems, &player_dir_reset_system); sc_array_add(&scene->scene.systems, &player_respawn_system); sc_array_add(&scene->scene.systems, &toggle_block_system); // This avoid graphical glitch, not essential //sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP); sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN); sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT); sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP); sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN); sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN); sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT); scene->data.tilemap.width = DEFAULT_MAP_WIDTH; scene->data.tilemap.height = DEFAULT_MAP_HEIGHT; scene->data.tilemap.n_tiles = scene->data.tilemap.width * scene->data.tilemap.height; assert(scene->data.tilemap.n_tiles <= MAX_N_TILES); scene->data.tilemap.tiles = all_tiles; memset(scene->data.tile_sprites, 0, sizeof(scene->data.tile_sprites)); for (size_t i = 0; i < MAX_N_TILES;i++) { all_tiles[i].solid = NOT_SOLID; all_tiles[i].tile_type = EMPTY_TILE; all_tiles[i].moveable = true; sc_map_init_64v(&all_tiles[i].entities_set, 16, 0); all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE}; } for (size_t i = 0; i < scene->data.tilemap.width; ++i) { unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i; all_tiles[tile_idx].solid = SOLID; // for testing all_tiles[tile_idx].tile_type = SOLID_TILE; // for testing all_tiles[tile_idx].moveable = false; } create_player(&scene->scene.ent_manager, &scene->scene.engine->assets); update_entity_manager(&scene->scene.ent_manager); } void free_level_scene(LevelScene_t* scene) { free_scene(&scene->scene); for (size_t i = 0; i < MAX_N_TILES;i++) { all_tiles[i].solid = 0; sc_map_term_64v(&all_tiles[i].entities_set); } term_level_scene_data(&scene->data); } void reload_level_scene(LevelScene_t* scene) { }